Searched refs:uniforms_size (Results 1 – 11 of 11) sorted by relevance
43 uint32_t exec_size = uniforms_offset + args->uniforms_size; in vc4_get_bcl()94 args->uniforms_size); in vc4_get_bcl()123 exec->uniforms_size = args->uniforms_size; in vc4_get_bcl()
257 validated_shader->uniforms_size; in check_tmu_write()268 validated_shader->uniforms_size += 4; in check_tmu_write()286 uint32_t num_uniforms = validated_shader->uniforms_size / 4; in require_uniform_address_uniform()315 u32 expected_offset = validated_shader->uniforms_size + 4; in validate_uniform_address_write()538 validated_shader->uniforms_size; in track_live_clamps()604 validated_shader->uniforms_size += 4; in check_instruction_reads()916 validated_shader->uniforms_size += 4; in vc4_validate_shader()924 (validated_shader->uniforms_size + in vc4_validate_shader()
112 uint32_t uniforms_size; member146 uint32_t uniforms_size; member
832 exec->uniforms_size) { in validate_gl_shader_rec()842 validated_shader->uniforms_size); in validate_gl_shader_rec()869 exec->uniforms_v += validated_shader->uniforms_size; in validate_gl_shader_rec()870 exec->uniforms_p += validated_shader->uniforms_size; in validate_gl_shader_rec()
141 __u32 uniforms_size; member
456 submit.uniforms_size = cl_offset(&job->uniforms); in vc4_job_submit()
2340 if (uniforms_size() > 0) {
269 if (Attr.uniforms_size() > 0) { in instantiateOMPDeclareSimdDeclAttr()